public override void Apply(int[,] _Grid, System.Drawing.Bitmap _Bitmap, WorldScene _World) { foreach (KeyValuePair <int, World.Obj.ObjRegion> i in _World.Region) { foreach (KeyValuePair <int, World.Obj.ObjRegion> si in _World.Region) { World.Obj.ObjRegion r1 = i.Value; World.Obj.ObjRegion r2 = si.Value; if (r1.Origine.ToPoint().X < r2.Origine.ToPoint().X) { if (Math.Abs(GameMath.Utils.distance(r1.Origine.ToPoint(), r2.Origine.ToPoint())) < RoadMaxLenght) { drawRoad(r1.Origine.ToPoint(), r2.Origine.ToPoint(), _World, _Grid, _Bitmap); } } else { if (Math.Abs(GameMath.Utils.distance(r2.Origine.ToPoint(), r1.Origine.ToPoint())) < RoadMaxLenght) { drawRoad(r2.Origine.ToPoint(), r1.Origine.ToPoint(), _World, _Grid, _Bitmap); } } } } }
public void GenerateRegion(int ID, WorldLocation Location, World.WorldScene NewWorld, Random rnd) { World.Obj.ObjRegion NewRegion = new World.Obj.ObjRegion(); NewRegion.Name = "Region_" + ID; NewRegion.Origine = Location; NewRegion.BiomeID = rnd.Next(GameObjectsManager.Biomes.Count); NewRegion.Color = new Color(rnd.Next(256), rnd.Next(256), rnd.Next(256)); NewWorld.Region.Add(ID, NewRegion); }